Complaints Latest Topicshttps://forum.il2sturmovik.com/forum/115-complaints/Complaints Latest TopicsenForce G Allies X AXIShttps://forum.il2sturmovik.com/topic/57682-force-g-allies-x-axis/
Hello friends I am feeling that the G force is being applied unevenly between allied pilots and the axis pilots. I know there were some differences due to the pilots position on the aircraft and overalls for that but nothing miraculous.I have a feeling that this difference in resistance between the pylons is being misapplied as if the axis pilots had a super strength to force g. I will post a video of one of my experiences in Combat BOX and would like to know if you share this opinion with me. Thank you friends for your attention.
NOTE: Sorry but the translation from Portuguese to English was used the google translator.

I don't know if this is the right place to ask for this, but since the release of the Stalingrad module, I have been playing the game with Nvidia surround in 5760x1080. I had noticed until now that the menu is still not suitable for this resolution. Would it finally be possible to adapt the game with the triple screen ? You can see on the screens below that it is not really aesthetic at all and that it is really difficult to view your vehicle or plane to choose a camouflage. It could be really nice if you could fix it. Thank you in advance.

Am I the only one who thinks the career mode is boring and monotonous?

I play with the Iron man mode. Difficulty - Hard, front line - Dense. Most of missions are like this: you fly 15-20 minutes to the objective, you see few enemies there, short fight, 5 kills, out of ammo, and you go back home. The next mission is pretty much the same. Finished 15 sorties, scored 40 kills, now pretty much forcing myself to continue.

Also, there is a feeling like the world is empty. There is you, your team mates, your enemies and that's all, nobody else. No random aircrafts passing by or landing/taking off, no side dogfights.

I play multiplayer mostly, but I play the career as well, because I think there has to be something exciting in it. But it seems I am wrong.

I want opinions. Are .50s really nerfed now? Like anyone who has the "other game" with a P51 will know how bad those .50s are it makes it unplayable for me ww2 wise. (I rlly should play a few bomber intercepts in ww2 in it while its free still. Otherwise my f14 is fine)

Are they that bad or was it scaled back?

Tbh I liked what I saw from the new DM BUT I didnt use a lot of US stuff on the few flights with it. I loved HE shells finally seemed to do what theyre supposed to.

But the .50s felt pretty accurate to me damage wise before; it was more that HE wasnt modelling frag damage right and certain planes died easy.

]]>61494Tue, 12 May 2020 17:41:05 +0000Engine exhaust manifold flamehttps://forum.il2sturmovik.com/topic/62239-engine-exhaust-manifold-flame/
In the game,engine exhaust manifold flame can be seen all the time,this is wrong.

]]>62239Tue, 02 Jun 2020 03:40:54 +0000AD5 Skin Mappinghttps://forum.il2sturmovik.com/topic/60199-ad5-skin-mapping/
Just wondering ... but will this ever be fixed? It's going to be a giant pain in the backside to distort the dozens of skins I plan to create just to fix the small starboard section of this model that is distorting our artwork. I hate to say it, but this was a major oversight on the part of your team. This should be fixed, but if there's no chance of that happening, please let us know so that we can keep plodding along with this tedious model. Thanks.

Just wondering if this new damage model was applied to ai. I notice while flying against players, a few cannon hits will likely down and aircraft. I've just started a new career and the ai I-16 took at least 25 cannon hits and lots more machine gun hits and it ended up surviving, it was smoking like crazy and I noticed a few control surfaces fall off, but it didn't seem to change the flight characteristics at all. I should note too that this isnt always the case but it does seem to happen a lot.

Also, Are the AI effected by gforce? I've gotten g-loc while chasing ai that where definitely pulling more G than me haha

4.005 introduced terribly flimsy wings after receiving even minor wing damage (3-5 hits). At this point it became too risky to maneuver and pilots had to leave engagements.

4.006 promised some hope owing to incorrect wing spar correlations having been found. However this has only served to turn 2 or 3 planes (D7, Dr1, Bristol) into tanks and the rest are effectively the same as 4.005

Data from over 100 PvP controlled tests has been provided to demonstrate that this large, uneven impact across the planeset is real.

Pilot records and combat reports from the time do not support planes like the SPAD, CAMEL, Dolphin and SE5a having wing strength issues or being massively more vulnerable post-damage than their contempories. If anything, the reverse.

While we assume damage modeling is not based solely on Wing Spar Size and does not avoid the many other aspects of wing construction contributing to strength and damage resistance, the effect in-game is that it is all about spar size.

Pre-damage wing strength is fine, but now bears absolutely no relationship to post-damage strength. While it has been suggested that pilots should modify their behaviour post-damage, pilots of the D7, Dr1 and Bristol are immune from this requirement and can fight on even harder than before, whereas other planes effectively become non-combatants.

Pre-4.005 the DM in FC was universally praised. While going back is not possible, the current model needs more development to address the issues above.

I'm sure this has been discussed a few hundred times before, but I don't wanna become guilty of thread necromancy so just let me ask:

Are there any plans to fix the weird parachute physics at some point?

Currently they keep floating through the air as if they were using a paraglider with superpowers.

This is a He-111 crew member who bailed out like two minutes before:

Mike

]]>62187Sun, 31 May 2020 08:20:45 +0000Controversial: Either sound is buggy/exploitable or there's something "fishy" going aroundhttps://forum.il2sturmovik.com/topic/62038-controversial-either-sound-is-buggyexploitable-or-theres-something-fishy-going-around/
I think this will inevitably bring on some heated discussion, so I debated a lot before posting, but I would like to hear others' opinions as this has been bugging me more and more lately.

I know some players can hear certain type of engines/planes from VERY far away( 5+km).. and I fear someone has developed some.. trick to use this.. see below.

The issue I keep running into is some people suddenly and "magically" realise you've snuck up on their 6 just about when you are entering effective firing range (200-300m). Just to be clear I'm not talking about someone checking six and seeing you, I am talking about people flying straight and level, clearly not seeing you as you approach from dead 6 and below ( or even way below) in their blind spot, and they suddenly break turn HARD, going full evasive. I'm talking about pilots chasing and firing on someone who should be target fixated, with no obvious wingmen around to warn 666, and any other situation where it's clear they did not see you coming, but as you close to a certain distance, their "6 o'clock radar" as I call it starts beeping or whatever and they know you are there.

I mainly fly 109's and 110's so my experience is mainly vs Red players, but I know this happens on both sides, I am not calling out any one side or group of players here.

As a point of reference, I have a few thousand hours in old Il2(forgotten battles to '46) and I would guesstimate 6-700 in BOX. I fly online 99.5% of time. I say this to show I know when something doesn't feel right, and this doesn't feel right. I know how to close in on an unsuspecting victim to minimise chances of being spotted.

Recently I've had it happen 4 times within a couple sorties.. and it seems to be getting worse.

I've started cutting engine as I close in for a shot on an unsuspecting enemy, this seems to have improved it, but it is very difficult to pull off as cutting engine while still 3-400 meters away makes closing the distance for a sure kill difficult. It might also be personal bias as I might have not been sneaking on a pilot with spider sense...

So let me raise 2 points here for discussion:

1. How do you feel about being able to hear planes hundreds of meters away over the sound of your own plane's engine? Is sound in the game where it should be? How should it be( historically/IRL)

2. I fear someone has found a way to adapt some tool like the sonic radars to highlight engine sounds coming for the rear ( if you don't know what a sonic radar is, here you go video), or some other form of exploit/cheat.

]]>62038Wed, 27 May 2020 18:39:37 +0000Flying into my own bullets on MP since 4.006?https://forum.il2sturmovik.com/topic/62015-flying-into-my-own-bullets-on-mp-since-4006/
I'll preface this with the fact that I generally only play on Wings of Liberty when I fly online. I have seen this happening at least 3-4 times since 4.006 each on different sorties.

Since 4.006 dropped I've had a few separate instances where I'll strafe a target in either a 110 or a 129, and take damage as a result. I'll hear impact noises while not seeing and AA/AAA in the area. Sortie log shows just general "damage" and doesn't say what it came from.

Just a few minutes ago I was flying a 110G making strafing runs on a ship. First I heard the impacts but didn't see any damage reports. Made another pass and my pilot was immediately killed, plane loses control and crashes into the sea. No enemy gunfire, just me and my mgs/cannons.

I'll see if I can catch it on a track as I never seem to have it recording when this happens. I'm just curious if this has been happening to anyone else since 4.006.

]]>62015Wed, 27 May 2020 02:49:11 +0000P-47 and Normandyhttps://forum.il2sturmovik.com/topic/62042-p-47-and-normandy/
What I would like to see in this new map is a fix to the extreme roll and spin of mostly the FW 190 on takeoff and the Spitfire on landings. If Capt Winkle Brown said the FW had no vicious caracteristics on landing or takeoff, it should be as easy to taxy the FW 190 as for the P-51 mustang or the Hurricane which were also made with wide landing struts for safety reasons. As of now, it is way too sensible on the ground the be realistic (the FW).

Erick Brown (I found taxying the essence of simplicity as the fighter could be swung freely from side to side on its broad-track undercarriage. Furthermore, the brakes were very good, although the view with the tail down left much to be desired. I soon felt completely at home in the cockpit. After lining up for take-off, I moved the stick to an aft position in order to lock the tailwheel, applied 10 degrees of flap, set the elevator trimmer to neutral and the propeller pitch to AUTO and gently opened up the engine. I encountered some tendency to swing to port but easily held this on the rudder, and using 2,700 rpm and 23.5 lb (1.6 atas) boost, found the run to be much the same as that of the Spitfire Mk IX.)

Sorry, but this is by far not what we feel with the FW in this simulation as it is now!!!

RCAF_Chevy

]]>62042Thu, 21 May 2020 20:30:04 +0000I'm pretty sure half my flight just comitted suicidehttps://forum.il2sturmovik.com/topic/58511-im-pretty-sure-half-my-flight-just-comitted-suicide/
I just flew a single-player Pe-2 mission during the Battle of Moscow. We'd just dropped bombs and were heading home at 2k altitude, and were under attack by 109s. This wasn't going so bad at first. They were mostly occupied with our escorts. I'd damaged one with my forward guns, and they didn't seem to be doing too much to us.

I wasn't flying in formation, and I looked over just in time to see the rest of my flight all dive through the clouds. That seemed odd, since we were meant to fly home at 2k, but there were no more 109's in sight, so I set a heading towards home. I wasn't able to find them after this, but I eventually linked up with one other straggler. When I landed and reviewed the events, I found this:

Spoiler

One of our planes was shot down. I'm guessing our leader, Egor Osipenko. Then over the next 13 seconds, three more planes flew straight into the ground, despite suffering no major battle damage themselves. It looks like they tried to keep formation with a falling plane and didn't have time to pull out.

First of all, thanx for such a great job and giving us so many hours of fun and entertainment. I bought BOS last week and I got BOB yesterday... the point is that, though I can observe that new planes have been incorporated, Some of them like those sort of sopwith Camel have dissappear. It doesn't bother me so much, but I'd like to know whether is normal.

My second question, and more important, is that I can still choose BOs missions, but there is no option for missions of B of Bodenplatte, as you can see in the screenshot. It's this also normal???

That's all... uhmm, no, I wanna take the chance to ask you what's the change I make if I increase or decrease de value grass distance in Starup.cfg. Can you tell me? I got a Nvidia GTX 1050 2 gb and I'd like to optimize graphics.

Thanx a lot in advance. Very nice job!

Greetings from Spain

Jaime

]]>62000Tue, 26 May 2020 21:23:11 +0000Damage and lethality management on German aircrafthttps://forum.il2sturmovik.com/topic/61440-damage-and-lethality-management-on-german-aircraft/
Good evening,

After flying so much on Il2 1946 on HL, i recently acquired the BOS suite. First, tks u to the whole team for this great work on the graphics and flight model, i look forward to "Battle of Normandy". On the other hand, by experience, i note that with the German aircraft models, at the first gust, either one is seriously injured and often killed. I've this impression which comes back to be at a disadvantage, even the addition of armorings in the options, does nothing, the plane is almost destroyed in flight at the first shoot and i am not talking about the impacts caused by the DCA. There's no alternative at this level and it is frustrating without looking like a moaner. Is this a deliberate bias for a game designed on the Allied side? Personally, it ruins the pleasure of playing.

I can't seem to figure out the flap limiter/release of Mig3 after the 4.x patch update.

1) How it worked before the update:

- Flaps retracted.

- I long-press "Flaps UP" to set the flaps limiter to a certain percentage. It set the flap limiter.

- I press "Flaps Down" and the flaps are extended to the pre-set percentage limiter from previous step

- I press "Flaps UP" to retract the flap

2) How it works now:

- Flaps retracted

- I long-press "Flaps UP" to set the flaps limiter and nothing happens/changes

- I long-press "Flaps Down" and the flaps start extending to whatever percentage you want/need them to extend. They extend to that percentage and stay extended.

- I shot-press "Flaps UP" to retract the flaps. Nothing happens.

- I long-press "Flaps UP" and they slowly start retracting.

- Am I missing a binding somewhere? In the key assignments there's only Flaps Up and Flaps Down...

- Or there's no more "flaps limiter" operation in Mig 3, i.e. it was never available and the old system of operation was wrong/incorrect?

]]>57228Mon, 23 Dec 2019 17:59:07 +0000instrument reflections broken?https://forum.il2sturmovik.com/topic/61787-instrument-reflections-broken/
...or is this effect so weak that I cant see it?

]]>61787Thu, 21 May 2020 16:11:18 +0000Too many bugs with IL2 - Desperatehttps://forum.il2sturmovik.com/topic/60443-too-many-bugs-with-il2-desperate/
I really have a lot of problems with IL2 when everything is OK with DCS World. First of all, most of the time when IL2 is launched for the first time, I have a problem with the graphics rendering visible on the ground (plane ready to take off). Elements of the decor like trees present around the track are visible like shrubs directly on the track ... If I quit the game then I restart it with the same fast mission, this time everything is OK. Initialization problem?

Another problem with my many USB devices: CH Pro pedals, Sidewinder FFB2, 4 x Saitek Flight Throttle Quadrant. If I touch one of these axes during the loading of the mission, I often have a crash with return to the office ... And I do not speak either of the very frequent problems of perpetual vibration at the level of the FFB2. Sometimes it is enough to deactivate the flight in flight and then reactivate it to resolve the problem. Sometimes this manipulation causes a crash with return to the office. I remind you, no problem of this kind with DCS World !!!!

]]>60443Sat, 11 Apr 2020 08:20:55 +0000Why no Night Witch Love?https://forum.il2sturmovik.com/topic/61740-why-no-night-witch-love/
I purchased the PO-2 and thought it might be immersive to play a career as a Night Witch on full real, and really test my navigation skills. To my dismay, there are no Female pilot options and neither the 588th nor the 46th Taman Regiment are listed in the order of battle. One would think that if you were using this phrase to sell the plane, that the Heroines in question would be represented. "It was used by the famous all female "Night Witches" of the 46th Guards night bomber regiment which harassed German troops when the sun went down." I expected at least a "Marina Raskova".

]]>61740Wed, 20 May 2020 14:30:32 +0000What have they donehttps://forum.il2sturmovik.com/topic/61711-what-have-they-done/
Great job on another big update, the work the devs have done is amazing and appreciated. BUT... I'm a die hard il2 flyer and a 30+ year flight simmer. Today was the most disappointing moment in my years with the hobby to find they handicapped all online VR users.

Getting VR a few years ago elevated this hobby to a whole new level for me, a complete game changer. When I discovered VR I immediately bought every Il2 module available, I even bought Tanks and Flying Circus to support the devs even though I don't play them. The hobby was again a passion.

I play online nearly every day now and having the zoom mod made play more on par with non VRers- it's an essential. I fired up the new update today to see it's gone. I'm speechless. I guess that's the end of the hobby, just like that.

To have parity with 2D players, we need the same Zoom view and a snap CheckSix view. Or eliminate these for 2D players.

In case you can't tell which one was hit its the one that is slightly burnt and a faint curl of smoke coming from it.

skud

]]>61686Tue, 19 May 2020 12:20:39 +0000[Fixed. Thank you devs!] Sorry if I'm harsh, but fighter/bomber careers suckhttps://forum.il2sturmovik.com/topic/53440-fixed-thank-you-devs-sorry-if-im-harsh-but-fighterbomber-careers-suck/
I'm on my 3rd mission in my FW-190 A5 career in BoK. As people know, the FW 190 A5 in BoK is stricly a ground attacker, or a fighter/bomber as some prefer to say it. Well, I haven't been able to drop a single bomb on target because of how the AI isn't scripted correctly for these kind of missions:

1. The FW190 is supposed to be a fast craft, so why is it going at 290km/h to reach its destination? Even the waypoints on the map mention that we're supposed to cruise at 450km/h. AI seems to believe it's piloting a HS-111, so is going to a speed accordingly. You can't believe how frustrating it is to see the mission briefing sending you to the other side of the map and knowing it will take 45 minutes just making the trip back and forth.

2. AI ditching its bombs because of enemy AI. Because we need to cross the front line, we're getting engaged everytime by a bunch of Yak-1s. As soon as the AI see them, they drop their bombs and engage in a losing battle because we were only going at 290km/h. So, I have to ditch my bombs and fight as well, otherwise I'll be reaching the target alone and all the AA will focus me down.

The AI should first go high and above 1km of altitude. Then, it needs to ignore enemy planes as much as possible and focus on reaching its target with its payload.

And, make the FW go faster! Why are we just going at 290km/h!?!

So far, I must say that I am pretty displeased with how the career is handled for the FW-190, but I woudln't be surprised if other aircrafts with fighter/bomber roles have the same problem. I might even ditch the career altogether and just do fighters career instead. I didn't mind doing ground attack stuff, but this is just stupid and uninteresting.

I've stumbled across something, which in my mind, is quite concerning for a large portion of the community who play this game at higher resolutions ( > 1440p) or rely on some form of supersampling (VR users). I'm not sure it's been discussed before so I felt I should share.

Before I bore you with the details of my test let me be frank about my observation:

Edit: thanks to @SharpeXB for the test, there are situations where this observation does not hold. As of now, I’m not sure when it happens or when it doesn’t. I need to test more. I’ll likely wait until after the patch and see if things change and add to this.

Conclusion:

The game does not render objects above ~2k equally across varying resolutions. At further distances, the NUMBER of pixels associated with a contact is uniform across the three resolutions I tested. Meaning that a contact at a distance of 5km which is 4 pixels wide for a 1080p screen is ALSO 4 pixels wide for a 4k display, meaning the contact appears half the size for the player in 4k. This detrimental to any player attempting to compete in a multiplayer environment.

Not shown in the method's section below but included in the google drive folder:

6880x2880: 3 pixels....

Method:

Open the spoiler section for details

Spoiler

The way I tested this is by doing the following. I played back a replay of a track I use to test visibility. I set the game to three resolutions: 1080p, 1440p, 4k (2160p). I loaded each track and never unpaused the game and took a screenshot with each of the following resolution. Here is a full screen clip of the testing image at 1080p.

Unfortunately the upload size limit prevents me from sharing the raw 4k image as well. All three raw image files are included in a google drive link at the bottom for anyone curious.

What I expected to see was that for each contact on the 4k version, we should see twice the number of pixels (or approximately) as for the 1080 version. As it turns out, this theory holds, in most situations up close. As a test, I compared the bf109 at 1.05km away. In each image the object of interest is boxed in yellow. At the bottom left (boxed in red) of each image is the size of the selection (what's bounded in the dashed white box inside the yellow box) in pixels followed by the size of the image I'm looking at.

This seems unacceptable to me in a multiplayer game. There can't be such huge discrepancies in contact sizes across different display resolutions. See for yourself, download the images and compare them side by side. Be sure you're not viewing them compressed. The least that can be done is use a bottom line for all displays, i.e. if an object is 4 pixels at 1080p, it should be 8 at 4k.

]]>61560Fri, 15 May 2020 01:54:59 +0000Why was not this a PK?https://forum.il2sturmovik.com/topic/61447-why-was-not-this-a-pk/
Can anyone explain why was not this a PK in the video? The pilot was not even injured.

]]>61447Mon, 11 May 2020 02:09:49 +0000Migoto Is a Cheat. Devs please Ban this!https://forum.il2sturmovik.com/topic/61113-migoto-is-a-cheat-devs-please-ban-this/
A lot of people with VR told me how they were able to see contacts on their base just after take off from more than 50km away. After a lot of talking and a lot of weird experiences about being intercepted I decided to see that by myself.

Some VR users will complain afraid to lose their advantage over the rest but is funny to see them complaining about how bad they see in Vr while they tell how much enemies are taking off from whatever base to text to the side all info after that.

]]>61113Thu, 30 Apr 2020 14:05:28 +0000Limping back damaged planes....https://forum.il2sturmovik.com/topic/61550-limping-back-damaged-planes/
In real life...pilots did manage to land at friendly base that's not their own home squadron base back in WW2 and the aircraft is recovered if its still can be repaired and returned to flyable condition. Its not like we are landing at an enemy airfield.

So what do you guys/girls think happens to the planes that limp back home somewhere near to ANOTHER friendly airbase and safely land it there. Is that plane written off or listed as crashed if we did NOT land in the CORRECT airbase where our squadron is based? So are those planes even in real life just ignored if its just a fuel leak too and we just had to land at some nearby FRIENDLY base instead of our HOME squadron base?😶

But if my airbase is near and I bring back the badly damaged plane and land at my home base. Then the airplane is NOT listed as crashed or written off. But IF its another FRIENDLY AIRBASE then it is...make no sense whatsoever even if I land safely.

]]>61550Thu, 14 May 2020 17:59:04 +0000Roundels and infohttps://forum.il2sturmovik.com/topic/59922-roundels-and-info/
Just a couple of tiny things I noticed that are incorrect.

1 - Kluis airstrip was situated in The Netherlands (not Germany as mentioned);

2- Skin of Dutch East Indies Spitfire: Roundels on wing (top and bottom) are incorrect and should be positioned as on fuselage.

]]>59922Wed, 25 Mar 2020 11:45:25 +0000certain plan type flight time prohibitive in career modehttps://forum.il2sturmovik.com/topic/61524-certain-plan-type-flight-time-prohibitive-in-career-mode/
depending on plane type, sometimes reaching the frontline makes the game a sandwich sim, ie i go make and eat a sandwich while the plane is on auto pilot going to the waypoint

planes like bombers, ground support, and sometimes even escorts, take far too long. i suggest to make it more like rise of flight's career mode set up. you have an additional waypoint closer to the frontline acting as the air start spawn point, and then an additional waypoint on the way back from the objective acting as an end mission point. rise of flight's careerwas way more enjoyable for this reason. it gave you the option to skip the first part.

it's not like i don't enjoy flying and enjoying the scenery every once in awhile, but every mission? and nothing ever happens out of the front line, it's kind of wasted time.

Problem is that on the game the armored frontal glass on the 109 has modelled wrong the angle of the bar that holds this glass. This has nothing to do with the refraction problems that the FW190 has because on this case we see the metalic part outside the glass, so no refraction involved, just 3D model.

That bar looks modelled as perpendicular as the frontal glass, but on the real bf109 it was not. Here you can see a drawing about that section

You can clearly see how that piece It is not perpendicular with the frotal panel of the plane.

I took one photo from a G6 model

Here you can see a comparation between a photo from the inside of the cockpit and the view from the game. I tried to take the most accured angle possible on the game to put toguether the photo.

As you can see that bar is far less noticeable and is not disturbing that much the view of the pilot. As aditional info the position is a little high becase I am 1.83m so for someone smaller the bar is even less disturbing.

Because there is allways people that is going to see that the angle can be different, that the eye of the human and all thar filosophy. I tried to take a screen shot from the game from a perspective where I can see the bar as I could see it on the real 109. At first I went with the less zoom posible and kind of low. Even with that the bar was still bigguer that the comparation with the real one so I took other angle just to confirm how the 3D model is not well represented.

I will send the info as well to Devs

]]>41814Mon, 17 Dec 2018 17:58:39 +0000Demidge Model ?..."We Dohneed nohttps://forum.il2sturmovik.com/topic/61463-demidge-model-we-dohneed-no/
… stinking demidge model." Seriously. I should not be able to down two P-51s when I have this!!??

In case you did not get the “demidge” reference.

]]>61463Mon, 11 May 2020 21:15:24 +0000Mission Dies With Hard Stophttps://forum.il2sturmovik.com/topic/61473-mission-dies-with-hard-stop/
Any way to debug this?

]]>61473Tue, 12 May 2020 04:01:00 +0000Spitfire fuel gaugehttps://forum.il2sturmovik.com/topic/60262-spitfire-fuel-gauge/
Not being able to press the button for a fuel check is the most annoying thing flying the Spitfire. In real life there was no problem, just press the button and read the gauge. Why the devs could not have done this for the Spitfire I will never understand

The vulnerability of flying level and waiting, waiting, waiting, to read the gauge is maddening, especially when trying to escape from the enemy or flying with a squad and checking six and checking cross cover for others in the formation and navigating; the leader of the squad askes for a squad fuel check and madness ensues. Its just potty, to put it politely.

I hope the IL-2 GB dev's can provide the historical button press to read the fuel gauge for the Spitfire soon. Surely that is not something that would be difficult. Other simulations for the Spitfire have it.

Happy landings,

Talisman

]]>60262Mon, 06 Apr 2020 15:35:53 +0000Mission logs are incomplete on reflyhttps://forum.il2sturmovik.com/topic/61408-mission-logs-are-incomplete-on-refly/
In the attached logs the two log sets are for the same mission, flown twice. The second log set does not contain any player spawns. Never seen anything like this before. This occurred during a PWCG coop mission.

The first log set is missionReport(2020-05-08_22-40-18)[0].txt. There are only 11 logs files in this set. All of the spawn logs for the players are in this log set.

The refly begins with missionReport(2020-05-08_22-48-40)[0].txt. There are no player spawn logs at the beginning of this log set. It's like the game did not recognize this as a new mission.

PWCG depends on accuracy and completeness in the logs. Without that it is effectively useless. If the logging content or algorithms change then notification would be appreciated. Hopefully PWCG is viewed as a sales generating asset by the development team. Any help that you can provide in this regard is greatly appreciated.

]]>61408Sat, 09 May 2020 20:56:00 +0000Time Scale not working well ..https://forum.il2sturmovik.com/topic/61325-time-scale-not-working-well/
What influences Time Scale negatively? ... sometimes only4x works, and 8x seems the same speed. I know media MCUs should be avoided. They're not there.
]]>61325Wed, 06 May 2020 18:52:30 +0000Customer supporthttps://forum.il2sturmovik.com/topic/61320-customer-support/
How long does it does it usually take for customer support to reply when I submit a ticket? Is there a more direct way to get in touch with someone?
]]>61320Wed, 06 May 2020 15:33:42 +0000Your game takes too much space!https://forum.il2sturmovik.com/topic/59546-your-game-takes-too-much-space/
I have bought four of your modules (games). And now when I reinstalled I don't have any more space to install the game.
I have an SSD with 111 GB, and after a clean windows install and that since your game now takes 51(!!!)GB on my hard drive I don't have enough space to install it.

Can you please do so that I can choose which modules / games to install? Right now I just wants to play Flying Circus and Bodenplatte.

]]>59546Thu, 12 Mar 2020 01:57:31 +0000AI gunners do not fire when WP priority is highhttps://forum.il2sturmovik.com/topic/61153-ai-gunners-do-not-fire-when-wp-priority-is-high/
As the title says: high priority WP disables gunners. Opinion: I don't think that this should ever happen. Gunners should fire - period.

This plays into the previous problem. One of the ways that I stop bombers from doing stupid tricks is to set WP priority to high - but then gunners don't fire.

]]>61153Fri, 01 May 2020 15:19:52 +0000Wheel Brakes Have Zero Authorityhttps://forum.il2sturmovik.com/topic/59714-wheel-brakes-have-zero-authority/
I can slam the wheel brake to max on all planes and it takes way to long to stop even from a 2 mph roll. I should be able to nose the plane over. I should be able to hold the plane still for a engine run up. I should be able to taxi without looping because the brakes are tuned for keyboard users. There is no reason why the wheel brakes should not be able to lock up the plane. They probably need to be buffed by at least 300% effectiveness. This is one thing DCS get's right. Go taxi a K4 there and come back here. It's really bad here. Please address this, I like this game so much better.
]]>59714Wed, 18 Mar 2020 08:56:03 +0000Reluctant wingmen in Sea Dragonhttps://forum.il2sturmovik.com/topic/61173-reluctant-wingmen-in-sea-dragon/I've really been enjoying the campaign as a way to dive into the game for the first time. I love flying in formation and attacking as a group. However, when I became flight lead I just can't seem to convince the flight to stick with me and attack our targets. After take off the flight seems reluctant to fly any faster than 250 kph even though the route is briefed at 330 kph. I circle back to get them, they form up on me, then I slowlyaccelerate to our briefed speed. They just fall behind again and again. I'm at 1850 rpm and low throttle, not pushing things at all. Is there some command I should issue to help this? Also they seem reluctant to attack ground targets once we arrive. I'm not sure if this is specific to these missions or just a feature of the overall game.
]]>61173Sat, 02 May 2020 04:34:42 +0000AI Flies Bombers Like FIghtershttps://forum.il2sturmovik.com/topic/61152-ai-flies-bombers-like-fighters/
Opinion, but IMHO it should not - ever. You don't roll planes or bank them 90 degrees when you have crew members in them.

This will happen if WP priority is set to low. I have seen it with WP priority at medium or high as well and I have no idea why the AI does that in those situations. Anyhow, per first sentence, the AI should fly bombers like bombers.

Good video btw that explains all than what I never could explain by words. I noticed this while trying to shoot down a Bristol 2 seater.

If you do not like that I did use this video then please let me know.

]]>61135Fri, 01 May 2020 07:45:43 +0000Need help in "Spot The Airplane"https://forum.il2sturmovik.com/topic/61088-need-help-in-spot-the-airplane/
Before my post gets removed again I know spotting is a controversial topic, I just want to find settings that work best for me in spotting aircraft.

With that said, I can see planes very far away, so far that I can see furballs from across the map, they show up as white dots. A good way to know what I'm talking about is you can see the 1943 dogfights from the Allied 1944 spawn in the Berloga server.

However, I can't see anything when planes are close and I don't remember having this problem on my old setup. I don't know if it's my monitor settings or what. I have.. HDR disabled, Sharpen,

Land filter blurred, and 4k textures on ultra.

In the photo there's a BF-109 below me. I'm at 2500m, the Bf-109 is at 500m.

Spoiler

It's in a right bank.

Spoiler

]]>61088Wed, 29 Apr 2020 17:18:29 +0000In the name of Gawd can we make Luftwaffe portraits easily editable?!https://forum.il2sturmovik.com/topic/61054-in-the-name-of-gawd-can-we-make-luftwaffe-portraits-easily-editable/
Love this game but the portraits have to go! 🙄 What a bunch of goons.🙈

Hats off to Death Daisy for trying-it shouldn't be this hard.

Just copy and paste a new dds. Should be as easy as changing a a/c skin.

]]>61054Tue, 28 Apr 2020 19:21:02 +0000Me-109 elevator stab exploithttps://forum.il2sturmovik.com/topic/60558-me-109-elevator-stab-exploit/
when is this gonna be fixed? mapping both stab and elevator to one axis produces broken behavior of the aircraft. this is an exploit....it's been years!

]]>60891Thu, 23 Apr 2020 21:36:03 +0000Flying Circus is not fun anymorehttps://forum.il2sturmovik.com/topic/60760-flying-circus-is-not-fun-anymore/
Sorry, I have to put it as it is.

I've been a dedicated player of this game for a some time now.

I saw the multiplayer activity peak, and people have a LOT of fun. I spend quite a few hours of my life in the air. I consider myself a faithful customer.

But the new damage model and the horrendous flak are just killing it.

Most planes fall apart in perfectly normal maneuvers. Seems worse with Entente's favorite planes, so that crowd is mostly gone. Yesterday my Albie fell apart in bloody April. It was happening the same with everyone. And in Flugpark everyone sticks to their side of the mud, because you get deadly flak at 3.5K. Not "I know you're there" flak. More like "I'll rip your heart and eat it" flak.

Sorry, the game is just not fun anymore. This is a real threat to its life, and I am concerned about that.

P.S.: As I posted I read a fresh post stating the devs are acutely aware something is wrong with the DM:

Thank you for your efforts. I suggest checking the flak also, it's just way too much.

I know variations of the spotting topic have been posted endlessly but just wanted to know if there's any word from the devs as far as looking at it in the future? Anything in the roadmap?

I know some people find the current system (not the alternative one) to be 'realistic' but truth is many people have immense trouble locating aircraft at the 0-2km range. The culprit imo is how the model changes contrast when it's closer vs when it's further. As soon as it comes within a certain range the LOD changes and the aircraft can effectively be invisible against some backgrounds even if in RL the contrast would be still apparent. I find it incredibly frustrating.

Thanks,

Badger

]]>57634Fri, 10 Jan 2020 10:48:59 +0000Multiplayer success is all about SAhttps://forum.il2sturmovik.com/topic/59005-multiplayer-success-is-all-about-sa/
I'm coming to the conclusion that success in multiplayer is 80% having better Situational Awareness (SA) than your opponent, 20% everything else, and only half of SA is determined by good in-flight habits (checking six, tracking overall situation, etc) while the other half depends on getting your graphics settings just right. It's the success based on graphics settings that I think is problematic for this game.

I've recently tweaked my settings and overnight I've gotten much better results online. I almost never get bounced anymore and do most of the bouncing myself; I hardly ever lose my prey over forests anymore; and I see enemies from far away and can plan my attack well in advance now. That's great, but it kind of sucks that I got this quick and big improvement not through practice but through fiddling around with my Nvidea and IL-2 graphics settings; that shouldn't be the path to success.

For an otherwise great game, IL-2 BOX is much too inconsistent in an area that's so important. Here are some factors that have a huge impact on SA and have nothing to do with the skill or discipline of the pilot:

Certain settings (cloud quality, I think) can make other planes appear as big black flickering dots when they are in clouds, even at such a distance that they become almost invisible when they leave the cloud

Bugs can make certain objects disappear at certain combinations of distance and zoom level

Allowing custom skins allows for undetectable exploits that can aid in spotting planes

Tracers make nearly invisible planes visible from very far away, impacting pilots' decisions to strafe. Also this gives an advantage to the La5 and its no-tracer ammo option

Different combinations of gamma, anti-aliasing, terrain settings and other settings have a huge impact on visibility, and those optimal settings vary from system to system

I don't know what it takes for the devs to make SA more consistent for all players while keeping visibility realistic; I'm sure it's very difficult or maybe even impossible? I think this is where we could consider moving the needle a little bit away from realism towards better playability. Some ideas for developers and server admins:

Make planes more visible at far distances by increasing the contrast of their pixels against the sky. In IL-2 1946 bombers would be easily visible above the horizon from 20km away, fighters would be a little harder but still fairly easy to notice at that distance. Maybe that's too dumb and easy, but a step or two in that direction might be good.

Make planes easier to spot against ground clutter at short to medium distances with markers. One of the 1946 servers I flew on had markers appear above enemy planes very faintly at first at 2km away, becoming brighter and easier to see the closer they got. Another server had a similar system but for friendly planes only; this at least helped with escorting attackers and distinguishing friends from foes in a fur-ball.

Speed and navigation info in the lower-left corner of the screen. Yes, this is not realistic, but realistically in a plane you can very quickly glance down at your gauges with your eyeballs only and not lose situational awareness by having to tilt your head down then have to figure out what's going on once you bring it back up again.

I think some or all of those suggestions would help level situation awareness issues across players who have figured out how to tweak their graphics and those who have not, without being a substitute to check six, judging distance and energy states of opponents, and other aspects of SA that come from practice and discipline.